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==Overview of Action Resolution==
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==Overview of Task Resolution==
  
 
The Flamepunk game system is based on the ''666 game engine'' by [[User:Asklepios|Asklepios]].
 
The Flamepunk game system is based on the ''666 game engine'' by [[User:Asklepios|Asklepios]].
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* You can spend ''Pyros'' to do cool stuff to the dice roll, and by default you have six points of Pyros.
 
* You can spend ''Pyros'' to do cool stuff to the dice roll, and by default you have six points of Pyros.
  
Action resolution is as follows:
 
  
'''1) Take one or more dice out of your action dice pool, and roll them.'''
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===The Basic Roll===
 
 
'''2) Your target can apply defence, optionally.'''
 
 
 
'''3) Search for ''hits''.'''
 
 
 
'''4) Count ''magnitude''.'''
 
 
 
'''5) Calculate ''success level'' or ''failure level''.'''
 
 
 
'''6) Translate this into degree of success or failure, according to circumstance.'''
 
<br><br>
 
 
 
==Action Resolution, step by step==
 
 
 
===1) The Basic Roll===
 
  
 
To perform an action, you take any number of dice from your dice pool, and roll them. The player (or GM) rolling the dice decides how many dice are rolled. Essentially, this reflects a degree of control on the character's part: they can throw themselves fully into a task, or just dedicate part of their action capacity to a task. Normally a character will hold back a little (usually so he can defend himself) but sometimes he'll want to go all out.
 
To perform an action, you take any number of dice from your dice pool, and roll them. The player (or GM) rolling the dice decides how many dice are rolled. Essentially, this reflects a degree of control on the character's part: they can throw themselves fully into a task, or just dedicate part of their action capacity to a task. Normally a character will hold back a little (usually so he can defend himself) but sometimes he'll want to go all out.
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===2) Apply Defences===
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===Apply Defences===
  
 
Optionally, the roll may be reduced by ''defences''. A ''defence'' is something that directly interferes with the dice roll. For example, an untrained ''dodge'' lets you pick put one dice out of any physical attacks that are thrown at you.
 
Optionally, the roll may be reduced by ''defences''. A ''defence'' is something that directly interferes with the dice roll. For example, an untrained ''dodge'' lets you pick put one dice out of any physical attacks that are thrown at you.
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===3) Search for ''"Hits"''===
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===Search for ''"Hits"''===
  
 
Each type of action "hits" on different dice results. For example, an untrained brawler throwing an ordinary punch hits on a 5 or 6. Count up the number of dice rolled that have scored a "hit".
 
Each type of action "hits" on different dice results. For example, an untrained brawler throwing an ordinary punch hits on a 5 or 6. Count up the number of dice rolled that have scored a "hit".
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===4) Count ''"Magnitude"''===
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===Count ''"Multiplier"''===
  
The ''magnitude'' is the largest multiple of a single number you note on the dice. Larger ''magnitude'' means more effect.
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The ''multiplier'' is the largest multiple of a single number you note on the dice. Larger ''multiplier'' means more effect.
  
For example, a roll of '''1, 1, 1, 1, 5, 6''' would have a ''magnitude'' of 4, while a roll of '''1, 2, 3, 4, 5, 6''' would have a ''magnitude'' of 1.
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For example, a roll of '''1, 1, 1, 1, 5, 6''' would have a ''multiplier'' of 4, while a roll of '''1, 2, 3, 4, 5, 6''' would have a ''multiplier'' of 1.
  
Note that the magnitude is counted by looking at the entire rolled dice pool, not just the hits.  
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Note that the multiplier is counted by looking at the entire rolled dice pool, not just the hits.
  
Also note that defence always applies ''before'' you count magnitude.
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'''Example:'''
  
'''Example:'''
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''Skaz's player has rolled 3, 3 and 5 (after defence has been applied). He counts that there is one "5" and two "3"s. The multiplier for the action is therefore 2.''
  
''Skaz's player has rolled 3, 3 and 5 (after defence has been applied). He counts that there is one "5" and two "3"s. The magnitude for the action is therefore 2.''
 
  
===5a) Calculate ''"success level"'' (if applicable)===
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===Calculate ''"success level"'' (if applicable)===
  
 
If you scored at least one "hit" (after defence has been applied) then the action counts as successful.
 
If you scored at least one "hit" (after defence has been applied) then the action counts as successful.
  
'''To work out the ''success level'', multiply the number of "hits" by the "magnitude".'''
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To work out the ''success level'', multiply the number of "hits" by the "multiplier".
  
 
A higher ''success level'' translates into a higher degree of success. For example, when you punch someone your success level is the number of points of damage you deal them.
 
A higher ''success level'' translates into a higher degree of success. For example, when you punch someone your success level is the number of points of damage you deal them.
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'''Example:'''
 
'''Example:'''
  
''Skaz's player has rolled one "hit" with a "magnitude" of two. One multplied by two equals two. His success level on the action is two.''
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''Skaz's player has rolled one "hit" with a "multiplier" of two. One multplied by two equals two. His success level on the action is two.''
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===5b) Check ''"failure level"'' (if applicable)===
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===Check ''"failure level"'' (if applicable)===
  
 
If you scored no "hits" (after defence has been applied) then the action counts as having failed.
 
If you scored no "hits" (after defence has been applied) then the action counts as having failed.
  
'''The ''failure level'' is simply equal to the ''magnitude'' multiplied by the number of "miss dice". As rolling even a single hit counts as a success, this means that the failure level is equal to the ''magnitude'' multiplied by the number of dice rolled.'''
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The ''failure level'' is simply equal to the ''multiplier'' multiplied by the number of "miss dice". As rolling even a single hit counts as a failure, this means that the failure level is equal to the ''multiplier'' multiplied by the number of dice rolled.  
  
For example, if a roll fails while rolling '''1, 3, 3, and 4''' then the failure level would be (magnitude 2) x (4 failed dice) = 8.
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For example, if a roll fails while rolling '''1, 3, 3, and 4''' then the failure level would be (multiplier 2) x (4 failed dice) = 8.
  
 
A higher failure level implies that you have messed up more. A failure level of 1, for example, is just an everyday failure - you don't succeed, but you don't cause yourself any problems. A failure level of 12, on the other hand, would be a truly massive mess-up: not only do you not set out what you planned to do, but your failure has catastrophic consequences for you.
 
A higher failure level implies that you have messed up more. A failure level of 1, for example, is just an everyday failure - you don't succeed, but you don't cause yourself any problems. A failure level of 12, on the other hand, would be a truly massive mess-up: not only do you not set out what you planned to do, but your failure has catastrophic consequences for you.
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For example, if you set out to punch someone, and you fail with a high failure level, you will immediately lose extra dice from your ''action dice pool'' to represent over-reaching yourself. The combat rules detail this to greater detail.
  
 
Note that its often better not to throw yourself fully into a task if you feel like you're not likely to succeed, as while you may be not able to achieve as much with less effort, at least you won't mess things up as much if you fail.
 
Note that its often better not to throw yourself fully into a task if you feel like you're not likely to succeed, as while you may be not able to achieve as much with less effort, at least you won't mess things up as much if you fail.
 
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===6) Consequences of Success and Failure===
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==Hit Targets, Consequences of Success and Failure==
 
 
If at least one hit remains after defence is applied, the action is counted as a success. GM's should use the following as general guidelines:
 
 
 
 
 
* Success Level = 1-5 : ''Normal success: The action succeeds, with an expected standard of quality.''
 
* Success Level = 6-11 : ''Solid success: The action succeeds, and is done with more panache, magnitude or impact than would usually be expected.''
 
* Success Level = 12+ : ''Exceptional success: The action succeeds, and is done exceptionally well.''
 
 
 
 
 
* Failure Level = 1-5 : ''Significant failure: The action fails, and you can try again but it will be harder this time. For future attempts, the task has +1 additional defence (the GM removes one extra dice after the roll).''
 
* Failure Level = 6-11 : ''Botched failure: The action fails, and you've made it almost impossible to try again. For future attempts, the task has +2 additional defence (the GM removes two extra dice after the roll).''
 
* Failure Level = 12+ : ''Catastrophic failure: The action fails, and you've made it absolutely impossible to try again, as well as messing things up in such a way that there are unexpected negative consequences as well. You'd have been a lot better off if you'd never tried in the first place. For future attempts, the task has +3 additional defence (the GM removes three extra dice after the roll). The GM may also want to create some sort of negative effect which reflects the degree of failure.''
 
 
 
 
 
Note that certain specific situations interpret success level and failure level differently from normal. The most common exception to this is ''Combat'', which is detailed in the next chapter. For these situations, the rules in the specific chapters supercede and replace the rules in this section.
 
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==GM tips: Deciding The Hit Numbers==
 
  
 
Most actions that a character will regularly engage in have their own rules. ''Combat, social interaction, spellcasting and flamerunning'' all have specific guidelines that let you know what numbers count as a "hit", and what a success of failure means.
 
Most actions that a character will regularly engage in have their own rules. ''Combat, social interaction, spellcasting and flamerunning'' all have specific guidelines that let you know what numbers count as a "hit", and what a success of failure means.
  
If the rules don't specifically cover what you are trying to do (for example, if the action represents trying to smash down a door, or research an alchemical formula) then the default hit numbers are "5" and "6".
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If the rules don't specifically cover what you are trying to do (for example, if the action represents trying to smash down a door, or research an alchemical formula) then the default hit numbers are "5" and "6". The GM can decide on a case by case basis what defences to apply, depending on how hard a task is, usually allowing unmodified rolls for simple tasks, taking away one to three dice for challenging tasks, or taking away four or more dice for even harder tasks.
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==GM tips: Adjusting the Difficulty==
 
 
 
Generally, the difficulty of a task won't effect the Hit Numbers.
 
  
Instead, GMs who want to make a task more or less challenging can apply defences.
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If at least one hit remains after defence is applied, the action is counted as a success. GM's should use the following as general guidelines:
 
 
* '''Defence: "Dodge"'''
 
 
 
A GM can give a task a "Dodge" value to represent increasing difficulty. That is, if he assigns a task a Dodge Defence of 1, then after the roll he can pick one dice out of the dice pool after it has been rolled. With Dodge Defence 2, he could pick out two dice after the roll.
 
 
 
A Dodge Value of 0 represents a simple and straightforward task, that most people could complete with time and effort. ''Examples: Smashing open a rotting wooden door, or lifting twenty kilos with one hand.''
 
  
A Dodge Value of 1 represents a fair challenge, that requires a little effort, but shouldn't be too hard. ''Examples: Smashing open an ordinary wooden door, or trying to find a relevant bit of information in an occult library.''
 
  
A Dodge Value of 2 represents a significant challenge, that will challenge even someone skilled at the task. ''Examples: Picking an ordinary lock, or attempting to juggle five knives.''
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* Success Level = 1 : ''Minimal success: The action succeeds, but only to a minimum standard.''
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* Success Level = 2-5 : ''Solid success: The action succeeds, and is well done.''
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* Success Level = 6+ : ''Exceptional success: The action succeeds, and is done exceptionally well.''
  
A Dodge Value of 3 represents a major challenge, that is difficult even for someone who is skilled, and probably best attempted by a master in that field. ''Examples: Performing surgery to extract a spider-like tumour with only rudimentary tools, or jumping over a six foot wall from a standing leap.''
 
  
Higher Dodge Values can be applied for increasingly difficult tasks, but GMs should bear in mind that even the most skilled characters, rolling 6 dice and with various tricks (such as needing 4+, or being able to shift dice, or whatever else they can do from their traits and equipment) will rarely succeed at Dodge 4 or higher.
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* Failure Level = 1-5 : ''Significant failure: The action fails, and you can try again but it will be harder this time.''
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* Failure Level = 6-12 : ''Botched failure: The action fails, and you've made it almost impossible to try again.''
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* Failure Level = 12+ : ''Catastrophic failure: The action fails, and you've made it absolutely impossible to try again, as well as messing things up in such a way that there are unexpected negative consequences as well. You'd have been a lot better off if you'd never tried in the first place.''
  
Note also that (as described above) failure at a task applies a cumulative dodge penalty.
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GMs seeking more structure to failure on miscellaneous tasks could add +1 to the Defence of an action for each point of Failure Level.
 
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==Refreshing the Action Dice Pool==
 
==Refreshing the Action Dice Pool==
  
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Effectively this means that you can only apply one sort of defence against each attack that comes your way.
 
Effectively this means that you can only apply one sort of defence against each attack that comes your way.
  
==Pages Related to this Topic:==
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[[Category:Flamepunk]]
 
 
*[[Flamepunk: Character Generation: The Forge|Character Generation: The Forge]]
 
*[[Flamepunk: Combat and Conflict|Combat and Conflict]]
 
*[[Flamepunk: Social Combat|Social Combat]]
 
*[[Flamepunk: Action Scenes|Action Scenes]]
 
 
 
*[[Flamepunk: Technology and Weaponry|Technology and Weaponry]]
 
*[[Flamepunk: Magic and Elementalism|Magic and Elementalism]]
 
*[[Flamepunk: Flamerunning|Flamerunning]]
 
 
 
* [[Flamepunk: Physical Traits|Physical Traits]]
 
* [[Flamepunk: Social Traits|Social Traits]]
 
* [[Flamepunk: Mental Traits|Mental Traits]]
 
* [[Flamepunk: Arcane Traits|Arcane Traits]]
 
* [[Flamepunk: Miscellaneous Traits|Miscellaneous Traits]]
 
 
 
[[Category:Flamepunk|Basic Rules]]
 

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